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re: Which next gen system is most likely to get ports?
Posted on 6/17/13 at 10:09 am to stout
Posted on 6/17/13 at 10:09 am to stout
quote:
You are thinking of the family plan?
They haven't released those full details yet but that has nothing to do with actual computing done in the cloud.
we need answers
quote:
If you are referring to the cloud being slowed down because 10 people try to access the same content then you are in over your head and have no idea what you are talking about. 10 people aren't going to slow down a network with 300K servers.
i never said that, im talking about actually playing a game or movie if one person is already using that content. No shite 10 people wont slow down 300k servers.
Posted on 6/17/13 at 10:10 am to StraightCashHomey21
quote:
you know how when multiple people try and use something on a cloud or application server it gets slower,
That's why things are handled in a torrent style on Steam. A little data from lots of different areas/servers so one area doesn't get bogged down with demands. It would be virtually impossible to DDOS Steam.
Same with the MS Azure.
It's funny how many of you are hoping that MS fails and will come up with such shite reasoning that really makes little sense.
Posted on 6/17/13 at 10:11 am to stout
quote:
It's funny how many of you are hoping that MS fails and will come up with such shite reasoning that really makes little sense.
actually no im not, im going to get an xbox1 just not now b/c it makes no sense while being abroad. Sorry if i have questions about a product before i make an investment.
Posted on 6/17/13 at 10:11 am to StraightCashHomey21
quote:
o yea its real but wait till multiple users try and play the same game or use the same content on the cloud that one XBL account is hosting.
and this is what you came up with after an edit?
Posted on 6/17/13 at 10:12 am to StraightCashHomey21
quote:
i never said that, im talking about actually playing a game or movie if one person is already using that content.
LOL...this is just...LOL
Netflix...how does it work when one person is already watching the same movie I want to watch?
Could you imagine the trouble something like Netflix would be in if only a handful of people could stream the same content at the same time?
Just think for a second.
Posted on 6/17/13 at 10:14 am to SG_Geaux
quote:
I can do things like run my companies accounting system, or AutoCad for that matter on my cell phone because of cloud computing.
quote:
Cloud Computing is very real.
This is true. It makes efficient use of hardware. It does have some potential in gaming. Just not in the ways people on here seem to think.
The xbox's use of cloud computing to offload cpu cycles is PR nonsense. Hosting game servers on a cloud network is not nonsense.
Posted on 6/17/13 at 10:16 am to tom
Wouldn't the Wii U be getting by far the most ports?
Posted on 6/17/13 at 10:17 am to CBandits82
Wii U doesn't get as many shared third party titles as the other platforms.
Posted on 6/17/13 at 10:18 am to tom
quote:
This board gives cloud computing credit for the weirdest things. Any innovation over the last 10 years is automatically because of cloud computing.
Citrix and Terminal Services is indeed cloud computing. We just happen to be running our own private cloud.
quote:
The xbox's use of cloud computing to offload cpu cycles is PR nonsense.
Link? It's totally do-able to just offload calculations to another piece of hardware.
What do you think games are ? They just offload graphics calculations to a dedicated graphics card.
Offloading latency insensitive things to the cloud is the same thing. They are just using a different transport mechanism.
This post was edited on 6/17/13 at 10:23 am
Posted on 6/17/13 at 10:18 am to tom
quote:
to offload cpu cycles
Doesn't Planetside 2 already do this on PC?
Didn't Xbox have a demo of Froza doing this at E3?
This post was edited on 6/17/13 at 10:19 am
Posted on 6/17/13 at 10:20 am to stout
quote:
Doesn't Planetside 2 already do this on PC?
Yes. The servers track every single bullet, and whether or not it hits the target, then report it back to the client.
This post was edited on 6/17/13 at 10:21 am
Posted on 6/17/13 at 10:21 am to SG_Geaux
I understand that but to be fair World at War did that years ago.
ETA: I just saw your edit and that makes more sense than just stat tracking.
I am talking about the actual computing and rendering of things like say the huge arse map of PS2. That is done in the cloud if I remember correctly.
ETA: I just saw your edit and that makes more sense than just stat tracking.
I am talking about the actual computing and rendering of things like say the huge arse map of PS2. That is done in the cloud if I remember correctly.
This post was edited on 6/17/13 at 10:23 am
Posted on 6/17/13 at 10:26 am to SG_Geaux
I also don't see how people say cloud computing doesn't work in gaming when you look at the hardware, or lack thereof, in the OnLive console.
It doesn't even have the power the current gens do and yet it has no problems playing the same games and handling the same computing tasks. It must be a magic genie in the set top box of OnLive doing it all.
ETA: Even Sonly claims it can do computing in it's cloud.
LINK
It doesn't even have the power the current gens do and yet it has no problems playing the same games and handling the same computing tasks. It must be a magic genie in the set top box of OnLive doing it all.
ETA: Even Sonly claims it can do computing in it's cloud.
quote:
Gaikai's service allows users to play a game on a TV on the "cloud". In other words, an off-site computer actually plays the game, while your actions are streamed to a screen.
LINK
This post was edited on 6/17/13 at 10:29 am
Posted on 6/17/13 at 10:35 am to stout
quote:
It doesn't even have the power the current gens do and yet it has no problems playing the same games and handling the same computing tasks. It must be a magic genie in the set top box of OnLive doing it all.
The Onlive service is full computer hardware, just streaming the game. There's a difference between that and offloading certain computations.
LINK
Onlive, according to Eurogamer in 2012:
quote:
In previous analyses, we deduced that OnLive servers most likely use dual core CPUs combined with something along the lines of an NVIDIA 9800GT or 9800GTX. These conclusions were based on matching graphics between the cloud service and the original PC game, then measuring performance. As OnLive blocks off graphics settings menus, it was the only way we could compare.
Gaikai:
quote:
Interestingly, Gaikai takes a different approach in allowing the user to tweak the video settings in some titles, while also providing an upper-end baseline for games where the user is unable to make any changes in this area. A look at the display settings menu in From Dust hosted on Gaikai reveals that an NVIDIA GeForce GTX 560Ti is used in the terminals to run the game, while the refresh rate is set up to allow for a 60FPS update - a Core i5 and GTX 560ti combo would be enough to run all of the titles featured on Gaikai at 60Hz, most of them at 1080p.
You can watch the video on the page I linked and see the difference. Onlive looks pretty shitty. Why? Because their hardware is.
(Not trying to say Gaikai is better or anything, just showing hardware differences)
This post was edited on 6/17/13 at 10:36 am
Posted on 6/17/13 at 10:42 am to Bunta
quote:
There's a difference between that and offloading certain computations.
Maybe a silly question but how so? Both are delivering precomputed data to your TV through a console?
One is delivering the whole game while the other is delivering bits and pieces of a game with the rest of the game being processed locally on your machine.
I don't see how you can say streaming a pre-rendered/computed game to you is possible but streaming just precomputed parts of it to combine with the work your console does on site isn't.
As far as Onlive and Gaikai in your article it looks like the difference in quality is due to better hardware processing the content before it's sent to you.
This post was edited on 6/17/13 at 10:44 am
Posted on 6/17/13 at 10:51 am to stout
quote:
don't see how you can say streaming a pre-rendered/computed game to you is possible but streaming just precomputed parts of it to combine with the work your console does on site isn't.
Yeah that is a ridiculous statement
Posted on 6/17/13 at 10:55 am to stout
quote:
Maybe a silly question but how so? Both are delivering precomputed data to your TV through a console?
One is delivering the whole game while the other is delivering bits and pieces of a game with the rest of the game being processed locally on your machine.
I don't see how you can say streaming a pre-rendered/computed game to you is possible but streaming just precomputed parts of it to combine with the work your console does on site isn't.
As far as Onlive and Gaikai in your article it looks like the difference in quality is due to better hardware processing the content before it's sent to you.
You answered the difference: One is delivering the whole game while the other is delivering bits and pieces of a game with the rest of the game being processed locally on your machine.
Expecting the "cloud" to compute more than simple things just isn't realistic unless they have the hardware required. MMO's have had server side calculations like damage and whatnot for awhile. All MS has stated is that there will be 300,000 dedicated servers, and nothing about the hardware. Unless they're planning to include similar hardware to Onlive or Gaikai, the calculations will most likely be similar to what is already done on multiple games. This is nothing new.
As far as the difference between Onlive and Gaikai being in hardware, that's exactly what I was saying. I was mostly pointing out the fact that to render the game in the "cloud" you need actual computer hardware if you expect anything significant. You said the hardware is less powerful than the current gen, and while Onlive is most likely under, Gaikai seems to be on par and the difference shows.
quote:
I don't see how you can say streaming a pre-rendered/computed game to you is possible but streaming just precomputed parts of it to combine with the work your console does on site isn't.
I didn't say it was impossible, just there's a stark difference in the hardware needed server side between the two.
This post was edited on 6/17/13 at 10:57 am
Posted on 6/17/13 at 11:09 am to Bunta
quote:
MS just has said nothing in terms of what type of hardware their servers will include.
I think the difference in Onlive/Gaikai and what MS is saying is the fact that the other two are streaming you the whole game. Of course that will take better hardware to process.
MS isn't going to send very large portions of pre-rendered graphics to you. There will be some obviously so your point about the hardware is valid but what they send and do offsite will be more along the lines of what you said in regards to what MMOs currently do. This allows resources on the console itself to be freed up in the sense of less calculations being done on the APU and more of its power can go into the actual graphics processing instead of being split between graphics and calculations.
It's also data that doesn't have to be accessed instantly. It will be things that can be delayed by 100MS and not hurt the game.
Posted on 6/17/13 at 11:14 am to stout
Semi related aside:
Are Minecraft servers going to be local or remote?
Are Minecraft servers going to be local or remote?
Posted on 6/17/13 at 11:15 am to stout
quote:
MS isn't going to send very large portions of pre-rendered graphics to you
Right, but they can send instructions to the console like "hey render this because I calculated it already" instead of the console calculating what to render and then rendering it.
This post was edited on 6/17/13 at 11:16 am
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